In the January 1990 edition of
Games International (Issue 12), Ian Marsh thought that
Riverworld was a good place to set a role-playing adventure, but pointed out that it would work best with people who had not read
Riverworld, saying, "it would spoil the novelty of adventuring there if players who were new to it knew anything about the background." Although Marsh thought that the
GURPS system was a good one for the
Riverworld setting, he complained that the
GURPS system didn't make the special character "heroic enough." He also found the organization of the book wanting, pointing out that even with an index, "there is still too much page-flipping to find information." He also had issue with the copy-editing, finding a large number of errors in the text. However, he concluded by giving the game an above average rating of 4 stars out of 5, although he warned players that "
Riverworlds appeal is limited." In the April 1990 edition of
Dragon (Issue #156),
Ken Rolston was generally impressed, saying, "For old-time fans of the Riverworld novels, this is a fun read just for the overview of the Riverworld setting, the motivations of its creators, and the mechanics of its maintenance. But much to my surprise, I found it an interesting and plausible setting for role-playing adventure, and the
GURPS game is the perfect system to support it. The access to PC and NPC personalities and cultures from all the historical periods of Earth, the problem-solving challenges of adapting and improvising in the lower technological level of Riverworld society, the opportunities for empire-building in the style of Clemens and King John, and the epic upriver quest to the Tower of the Ethicals - there's some great stuff here for a role-playing campaign." ==References==